After determining a
creature's source of
weakness, the GM needs to decide how the
creature reacts when confronted by the source. Pick an effect that seems appropriate for the
creature and the source.
A
creature gets either a Fortitude or Will
saving throw to overcome or resist the source of
weakness; the DC of the save varies depending on the source's strength:
Strength of Source
|
Save DC
|
Easily resistible |
10
|
Moderate |
15
|
Strong |
20
|
Overpowering |
25
|
Addiction: The
creature is compelled to ingest, imbibe, or inhale the source. The source must be within 5 feet of the
creature to affect it. On a successful Will save, the
creature negates the compulsion. On a failed save, the
creature spends a
full-round action indulging its
addiction, then may resume normal actions while suffering one or more of the following effects (GM's choice):
•
Creature takes a -2 penalty to Dexterity and Wisdom.
• Blindness: The
creature has a 50% miss chance in
combat, loses any Dexterity bonus to
Defense, moves at half
speed, takes a -4 penalty on Strength and Dex-terity-based
skills, and cannot make Spot checks. Foes gain a +2 bonus on
attack rolls to hit the
creature.
• Deafness: The
creature takes a -4 penalty to
initiative checks and has a 20% chance of spell failure when casting spells with verbal components. The
creature cannot make Listen checks.
•
Creature loses one of its extraordinary, supernatural, or spell-like special qualities.
Each effect lasts 1d4 hours. Even
creatures immune to mind-affecting effects are susceptible to a source-induced
addiction.
Attraction: The
creature is compelled to move as fast as it can toward the source. On a successful Will save, the
creature resists the compulsion. On a failed save, the
creature moves toward the source at its maximum
speed, taking the safest and most direct route. Once it reaches the source, the compelled
creature seeks to possess it. If the source isn't something the
creature can easily possess, it gets a new save every round to break the compulsion.
Even
creatures immune to mind-affecting effects are susceptible to a source-induced
attraction.
Aversion: The
creature finds the source repellant. On a failed save, the
creature cannot approach or remain within 1d4 x10 feet of it. In the case of traveling sounds, the
creature moves away from the source as fast as it can, stopping only when it can no longer hear it. On a successful Will save, the
creature overcomes its
aversion and may approach the source freely.
A repelled
creature that cannot move the requisite distance from the source suffers one or more of the following effects (GM's choice):
•
Creature takes a -2 morale penalty to Strength and Dexterity.
•
Creature loses one of its extraordinary, supernatural or spell-like special qualities.
Each effect lasts until the creature leaves the affected area and for 1d4 rounds afterward. Even
creatures immune to mind-affecting effects are susceptible to a source-induced
aversion.
Fascination: The
creature finds the source fascinating and ceases all attacks and movement upon seeing, hearing, smelling, or otherwise perceiving it. On a successful Will save, the
creature negates the
fascination and can act normally. On a failed Will save, the
creature can take no actions, and foes gain a +2 bonus on
attack rolls against the
creature. Any time the
creature is attacked or takes
damage, it gets a new save to negate the
fascination. Otherwise, the
fascination lasts as long as the
creature can see, hear, smell, or otherwise perceive the source.
Even
creatures immune to mind-affecting effects are susceptible to a source-induced
fear.
Harm: Contact with the source or proximity to the source harms the
creature in some fashion. On a successful Fortitude save, the
creature negates the effect or, in the case of instant death or disintegration, takes
damage instead. GMs may choose one of the following effects or invent their own:
• Blindness and deafness: See
Addiction, above. The blindness and deafness last 1d4 hours.
•
Creature loses all of its supernatural and spell-like special qualities.
•
Creature is turned to stone instantly.
Even
creatures immune to effects that require Fortitude saves are susceptible to source-induced
harm.
Table: Sources of Weakness
|
d%
|
Source
|
d%
|
Source
|
01 |
Alcohol or moonshine |
49 |
Lilac-scented candles |
02 |
Amber |
50 |
Mathematical equations |
03 |
Animated cartoons |
51 |
Morphine |
04 |
Archways |
52-53 |
Nerve gas |
05-06 |
Bells or chimes |
54 |
Nitrous oxide (laughing gas) |
07 |
Books written by William Blake |
55 |
Novocaine |
08 |
Bunnies |
56-57 |
Number "8" |
09-10 |
Cancerous organs |
58 |
Pearls |
11 |
Carbonated soft drinks |
59 |
Penicillin |
12-13 |
Cats |
60 |
Photo flashes |
14 |
Chrome |
61-62 |
Plastic or vinyl |
15-16 |
Classical music |
63-64 |
Played violin or electric guitar |
17 |
Clocks |
65 |
Playgrounds |
18 |
Clowns |
66-67 |
Plutonium |
19 |
Cocaine |
68 |
Poppies |
20-21 |
Country music |
69 |
Pulsing strobe lights |
22-23 |
Crosses or crucifixes |
70-71 |
Radiation |
24 |
Crows |
72 |
Radio waves |
25 |
Dogs |
73 |
Rubber |
26 |
Elvis Presley memorabilia |
74 |
Running water
|
27 |
Fast cars |
75-76 |
Silver |
28 |
Fast foods |
77 |
Sodium benzoate (food preservative) |
29-30 |
Fluorescent lights |
78-79 |
Sodium chloride (salt) |
31 |
Games of chance |
80-81 |
Specific phrase or word |
32 |
Gold or iron pyrite (fool's gold) |
82 |
Specific song |
33 |
Grave dirt |
83 |
Spoken Latin |
34-35 |
Heavy metal music |
84 |
Stuffed animals |
36-37 |
Holy symbols |
85 |
Sumerian or Egyptian hieroglyphs |
38-39 |
Holy water |
86-87 |
Sunlight |
40 |
Hospitals |
88-89 |
The Bible |
41 |
Ice cream |
90 |
Tinfoil |
42 |
Insecticide (DDT) |
91-92 |
Toxic waste |
43 |
Jack o'-lanterns |
93-94 |
Triangles |
44 |
Keys |
95 |
Television infomercials |
45-46 |
Laughter of children |
96 |
Television static |
47 |
Laundry detergent |
97-98 |
White rice |
48 |
Lavender |
99-100 |
X-rays |